fix(game): no more duplicates

This commit is contained in:
Kristofers Solo 2024-01-01 00:04:47 +02:00
parent 276ed26aee
commit 54787e727b
4 changed files with 55 additions and 52 deletions

View File

@ -12,7 +12,7 @@ from .utils import Direction, grid_pos
class Block(pygame.sprite.Sprite):
def __init__(self, x: int, y: int, value: int | None = 2):
def __init__(self, x: int, y: int, group: pygame.sprite.Group, value: int | None = 2):
"""Initialize a block"""
super().__init__()
self.image = pygame.Surface((Config.BLOCK_SIZE, Config.BLOCK_SIZE))
@ -21,6 +21,7 @@ class Block(pygame.sprite.Sprite):
self.value: int = value if value is not None else 2 if random.random() <= Config.BLOCK_VALUE_PROBABILITY else 4
self.font = pygame.font.SysFont(Config.FONT_FAMILY, Config.FONT_SIZE)
self.group = group
self.update()
def _draw_value(self) -> None:
@ -46,7 +47,9 @@ class Block(pygame.sprite.Sprite):
else:
return
self.group.remove(self)
self.rect.topleft = new_x, new_y
self.group.add(self)
def _calc_new_pos(self, direction: Direction) -> tuple[int, int]:
"""Calculate the new position of the block."""
@ -59,22 +62,21 @@ class Block(pygame.sprite.Sprite):
def _has_collision(self, x: int, y: int) -> bool:
"""Checks whether the block has a collision with any other block."""
groups = self.groups()
if not groups or not groups[0]:
return False
return any(block.rect.collidepoint(x, y) for block in self.groups()[0] if block != self)
return any(block.rect.collidepoint(x, y) for block in self.group if block != self)
def _get_collided_block(self, x: int, y: int) -> Union["Block", None]:
"""Get the block that collides with the given block."""
return next((block for block in self.groups()[0] if block != self and block.rect.collidepoint(x, y)), None)
return next((block for block in self.group if block != self and block.rect.collidepoint(x, y)), None)
def _merge(self, other: "Block") -> None:
"""Merge the block with another block."""
self.group.remove(other)
self.group.remove(self)
self.value += other.value
self.update()
logger.debug(f"Merging block({id(self)}) with block({id(other)})")
self.groups()[0].remove(other)
self.group.add(self)
def update(self) -> None:
"""Update the block"""
@ -100,7 +102,7 @@ class Block(pygame.sprite.Sprite):
def __repr__(self) -> str:
"""Return a string representation of the block"""
return f"Block({id(self)}): ({self.pos()})"
return f"Block({id(self)}): {self.pos()} num={self.value}"
def __str__(self) -> str:
"""Return a string representation of the block"""

42
src/py2048/board.py Normal file
View File

@ -0,0 +1,42 @@
import random
import pygame
from .block import Block
from .config import Config
from .utils import Direction
class Board(pygame.sprite.Group):
def move(self, direction: Direction):
blocks = self.sprites()
block: Block
if direction in {Direction.DOWN, Direction.RIGHT}:
blocks.sort(key=lambda block: (block.rect.x, block.rect.y), reverse=True)
for block in blocks:
block.move(direction)
self.generate_block()
def generate_block(self, amount: int = 1, *pos: tuple[int, int]) -> None:
"""Generate `amount` number of blocks."""
if pos:
for coords in pos:
x, y = coords[0] * Config.BLOCK_SIZE, coords[1] * Config.BLOCK_SIZE
self.add(Block(x, y, self))
return
for _ in range(amount):
while True:
# Generate random coordinates aligned with the grid
x = random.randint(0, 3) * Config.BLOCK_SIZE
y = random.randint(0, 3) * Config.BLOCK_SIZE
block = Block(x, y, self)
colliding_blocks = pygame.sprite.spritecollide(block, self, False) # check for collisions
if not colliding_blocks:
self.add(block)
break

View File

@ -3,9 +3,10 @@ import sys
import pygame
from loguru import logger
from .board import Board
from .colors import COLORS
from .config import Config
from .grid import Grid
from .logger import setup_logger
from .utils import Direction
@ -18,7 +19,7 @@ class Game:
pygame.init()
self.screen: pygame.Surface = pygame.display.set_mode((Config.WIDTH, Config.HEIGHT))
pygame.display.set_caption("2048")
self.blocks = Grid()
self.blocks = Board()
self.blocks.generate_block(Config.INITIAL_BLOCK_COUNT)
# self.blocks.generate_block(2, (1, 1), (1, 3))

View File

@ -1,42 +0,0 @@
import random
import pygame
from .block import Block
from .config import Config
from .utils import Direction
class Grid(pygame.sprite.Group):
def move(self, direction: Direction):
blocks = list(self.sprites())
match direction:
case Direction.DOWN:
blocks.sort(key=lambda block: block.rect.y, reverse=True)
case Direction.RIGHT:
blocks.sort(key=lambda block: block.rect.x, reverse=True)
for block in blocks:
block: Block
block.move(direction)
self.generate_block()
def generate_block(self, amount: int = 1, *pos: tuple[int, int]) -> None:
"""Generate `amount` number of blocks."""
if pos:
for coords in pos:
self.add(Block(coords[0] * Config.BLOCK_SIZE, coords[1] * Config.BLOCK_SIZE))
return
for _ in range(amount):
while True:
x = random.randint(0, 3) * Config.BLOCK_SIZE # random column position
y = random.randint(0, 3) * Config.BLOCK_SIZE # random row position
block = Block(x, y)
colliding_blocks = pygame.sprite.spritecollide(block, self, False) # check collision
if not colliding_blocks:
self.add(block)
break